Video Games in Taiwan

August 2025
USD 1,195
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Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in Taiwan with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in Taiwan, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in Taiwan report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Taiwan?
  • Which are the leading brands in Video Games in Taiwan?
  • How are products distributed in Video Games in Taiwan?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Taiwan?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Taiwan - Category analysis

KEY DATA FINDINGS

Digital software continues to drive sales of video games
Chart 1 Key Trends 2024
Video games software sees rapid digitisation, while subscription services boost access
Innovation by Red Candle Games highlights localisation strategies and market success
Chart 2 Analyst Insight
Support for esports helps to increase visibility and interest in video games
Chart 3 Taipei Game Show Helps Stimulate Esports Industry Across Taiwan
Video games software to drive future growth over forecast period
Nintendo's marketing sustains Switch dominance, but potentially limits Switch Lite sales
Chart 4 The Nintendo Switch 2 to Be Launched in 2025
Local content set to gain greater prominence
Tencent strengthens lead due to presence in digital content and localised strategy
Netmarble's gachapon game success driven by anime IPs in Taiwan
Positive reception to local game Nine Sols
Digital downloads increase as retail e-commerce dominates video games distribution
9SPlay utilises Google Cloud to enhance game performance in Asia
Xbox Game Pass boosts retention as gamers favour mobile streaming

Toys and Games in Taiwan - Industry Overview

Video games, collectibles and kidults drive industry growth
Chart 5 Key Trends 2024
Video games experiences fastest growth and remains largest category
Labubu drives kidult demand for collectibles with "ugly-cute" aesthetic
Chart 6 Taiwanese Adults Obsessed With Labubu “Ugly-Cute” Collectables
9SPlay achieves faster deployment through cloud integration and partnership
Chainsaw Man exhibition provides behind-the-scenes look at anime series
Chart 7 Chainsaw Man Animation Exhibition hosted in Taipei
Video games to continue to drive sales of toys and games
Traditional toy companies look to Hasbro and Lego for growth strategies
Addressing the challenge of a falling birth rate and ageing population
Chart 8 Analyst Insight
Fragmented competitive landscape led by major video games companies
Local brand expands with focus on sustainable materials
Netmarble gains attention with anime-inspired gachapon success
Retail e-commerce continues to dominate overall distribution
Animation convention and toy collaborations help to generate sales
Chart 9 Real GDP Growth and Inflation 2019-2029
Chart 10 PEST Analysis in Taiwan 2024
Chart 11 Key Insights on Consumers in Taiwan 2024
Chart 12 Consumer Landscape in Taiwan 2024

COUNTRY REPORTS DISCLAIMER

Summary 1 Research Sources
The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.

See all of our definitions
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This report originates from Passport, our Video Games research and analysis database.

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